Workflow
VR头戴设备
icon
Search documents
韩媒:元宇宙热潮为何遇冷
Huan Qiu Shi Bao· 2025-12-09 22:50
从著名艺术家莱昂纳多·达·芬奇的设计图到莱特兄弟的飞机,人类翱翔天空的梦想花了400多年才实现。 人工智能也曾被嘲笑为几十年内无法实现,但如今却遍布世界各个角落。这说明,困难时就放弃并不总 是正确的答案。元宇宙目前搁浅,是因为技术还不足以达到人们的期望。这或许是市场给出的冷静警 告:冬天无法播种。(作者李仁烈) 元宇宙热潮如狂风骤雨般席卷而来。即便没有稳定的盈利模式,部分公司只是因为从事元宇宙业务,就 吸引了数万亿韩元的投资,股价飙升数十倍。人们花钱买卖虚拟房地产,甚至出现了连月球和火星的土 地都能进行交易的元宇宙空间。美国企业家马克·扎克伯格宣布将所有业务重新构建在元宇宙的基础 上,并将公司名称从"Facebook"改为"Meta",这标志着热潮达到了巅峰。 韩国《朝鲜日报》 12 月 8 日文章,原题:曾经的元宇宙热潮 近日,Meta公司宣布计划裁减旗下负责"元 宇宙"实验性技术的"现实实验室"部门员工,在互联网引发热议。曾经炙手可热的"元宇宙"概念为何如 今被人冷落? 然而此后4年,Meta公司收到的成绩单惨不忍睹。自2021年以来,元宇宙项目仅营业亏损就超过了700 亿美元。作为通往元宇宙的门户,其推 ...
VR:娱乐行业的新兴趋势
Sou Hu Cai Jing· 2025-09-28 08:35
Core Insights - Virtual reality (VR) technology is increasingly reshaping the entertainment industry by enhancing consumer experiences and creative processes [1] - VR is not only a new form of entertainment but also transforms the production, distribution, and consumption of entertainment products [1] Gaming Industry - VR technology has revolutionized video gaming, providing immersive experiences that break traditional screen limitations [1] - First-person shooter (FPS) games in VR offer unprecedented sensory experiences, increasing engagement and excitement for players [2] - Developers are exploring innovative game designs, moving beyond traditional controls to incorporate body movement and eye-tracking technologies [2] - New game genres, such as multiplayer VR competitions and VR running games, have emerged, turning gaming into a new social and entertainment medium [2] Virtual Concerts and Performing Arts - VR is becoming a new trend in virtual concerts and performing arts, allowing audiences to experience performances from afar [3][6] - Viewers can participate in virtual concerts from a first-person perspective, enhancing their sense of presence and interaction [4][6] - The technology eliminates spatial limitations, enabling more people to enjoy live performances and offering options like switching perspectives [6] Art Exhibitions and Interactive Experiences - VR is widely applied in art exhibitions and theater performances, allowing audiences to interact with artworks and participate in the creative process [6] - This interactivity makes traditional art exhibitions more engaging, attracting younger audiences and tech enthusiasts [6] Film Industry - VR is innovating the film experience by providing immersive viewing that allows audience participation and interaction [7] - VR films focus on viewer engagement, enabling them to influence the storyline and enhance the overall entertainment value [7][8] - The introduction of interactive films, such as Netflix's "Black Mirror: Bandersnatch," allows viewers to make choices that affect character outcomes [8] Theme Parks and Virtual Experiences - Theme parks are integrating VR elements to enhance visitor experiences, expanding the entertainment value of traditional rides [8][9] - VR virtual experience centers are being established, offering a variety of immersive activities that cater to different age groups [9] Cross-Industry Innovation - VR technology is acting as a catalyst for cross-industry integration, promoting collaboration between entertainment, education, tourism, and sports [9] - Companies are developing VR-based virtual tourism services and fitness applications, providing new experiences for users [9] Future Outlook - Despite the potential of VR in the entertainment industry, challenges such as high hardware costs and content standardization remain [9] - As technology advances, particularly in display devices and interactive experiences, VR is expected to play a significant role in driving innovation and development in the entertainment sector [9]
机构:2025上半年VR头显出货量同比下降14% AR智能眼镜增长50%
Jing Ji Guan Cha Wang· 2025-09-25 06:30
Group 1 - The core viewpoint of the article indicates a significant decline in global virtual reality (VR) headset shipments, with a year-on-year decrease of 14% expected in the first half of 2025, while augmented reality (AR) smart glasses are projected to see a substantial growth of 50% in the same period [1] Group 2 - The report by CounterPoint Research highlights the contrasting trends in the VR and AR markets, emphasizing the challenges faced by the VR segment and the robust growth potential of AR technology [1]
Meta 首席技术官:2025 年可能是公司 AR、VR 业务的关键一年
Huan Qiu Wang· 2025-06-08 03:17
Group 1 - Meta's CTO Andrew "Boz" Bosworth indicated that 2025 could be a pivotal year for Meta's AR and VR division, Reality Labs [1] - The launch of Ray-Ban AI glasses in October 2023 is seen as a significant step for Meta, attracting attention from consumers and competitors like Google and Apple [1][5] - Despite facing intense competition, Bosworth emphasized that market adoption will ultimately determine the success of Meta's AR and VR technologies [4] Group 2 - Meta has invested heavily in the AR/VR sector since acquiring Oculus for $2 billion in 2014, despite Reality Labs incurring annual losses in the billions [5] - The Ray-Ban AI glasses represent Meta's first widely recognized AR product, marking a potential turning point after a decade of investment [5] - Meta currently holds a dominant position in the VR headset market with a 74.6% share, followed by Apple (5.2%), Sony (4.3%), ByteDance (4.1%), and XREAL (3.3%) [6] Group 3 - The success of AR/VR technologies largely depends on performance metrics, particularly latency, with VR requiring latency below 20 milliseconds and AR needing even lower latency below 5 milliseconds [6] - The collaboration between Meta and Ray-Ban to produce AR glasses addresses many challenges that have hindered VR adoption, such as bulkiness and isolation from the physical environment [6] - Integration with AI assistants provides a natural interface for AR glasses, potentially overcoming significant barriers that have historically limited mainstream application [6]